Front Matter – Moving from Unity to Godot: An In-Depth Handbook to Godot for Unity Users

Alan Thorn

Moving from Unity to Godot

An In-Depth Handbook to Godot for Unity Users

Alan Thorn
High Wycombe, UK
ISBN 978-1-4842-5907-8e-ISBN 978-1-4842-5908-5
© Alan Thorn 2020
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Congratulations on joining me to take an exciting journey, one that moves from Unity to the Godot engine. Godot is a completely free, open source, and cross-platform engine that’s making amazing strides and progress. Godot can make 2D and 3D games, and it can be used for other products like visualizations, Movie Previz, historical recreations, and more. In the competitive climate of game development, where new tools and technologies are continually reshaping the landscape, and challenging established norms, it can be difficult knowing which tools to learn or to trust in. Every software, it seems, has its rise and fall. It’s difficult knowing which one represents the actual future and who is just a passing fad. But your decisions about which software to use are crucial for your business and your success. Your choice of engine influences your future. It influences how quickly and easily you can work, which platforms your end product can target, and which tools you can integrate with.

One reason so many people today are switching from Unity to Godot, or at least considering the switch, is because Godot represents a vision and a promise, a free engine that’s open source and community driven, an engine that’s easy to use and reliable, and an engine that’s open about its development road map.

One of the historic fears surrounding the use of any game engine – as opposed to making your own engine – was its closed and proprietary nature, that it would keep you locked into specific ecosystems and to specific agendas led by companies and parties outside of your own business. And until recently, you never really had much choice if you wanted to make a professional-grade game. You had to lock yourself to a closed engine driven by people behind closed doors. But Godot changes that, and that’s why it’s an especially important engine today. It represents an opportunity to make games on very different terms. And with the outstanding success of other open source tools, like Blender, we have every reason to feel excited for the future of Godot. I’m truly glad you’re going to join me on this journey.

Table of Contents
Index 267
About the Author
Alan Thorn

is an expert on leading technical teams for game development. He previously worked at Microsoft, Teesside University, Apress Publishing, and Disney. Alan specializes in helping “tech heads” thrive and flourish in their chosen fields. With 18-year game industry experience, Alan has written 28 books, presented 30 online courses, and created 33 games including the award-winning adventure Baron Wittard: Nemesis of Ragnarok. Alan is dedicated to helping creative people make high-impact experiences. He was a Studio Director at Wax Lyrical Games and a Senior Author at LinkedIn Learning, and now he leads the prestigious MA program for Games Design and Development at the BAFTA-winning National Film and Television School, an incubation space for breakthrough gaming talent. Alan is a pioneer of the new “Open Stream” model of Transformative Learning, and he advises in higher education on disruptive curriculum content and instructional design. Alan speaks passionately worldwide about the future of interactive experiences. In this book, he clearly details Godot-specific terminology, how to use its interface effectively, how scenes are structured, coding in C#, and optimal ways of working.

About the Technical Reviewer
Doug Holland

is a Software Architect at Microsoft Corporation in the One Commercial Partner team. In his role at Microsoft, Doug provides guidance to Microsoft’s partners looking to digitally transform with cloud computing, mixed reality, and other emerging technologies. Doug holds a master’s degree from Oxford University in Software Engineering and lives in Northern California with his wife and children.